3. Problem Definition


3.1 Film Market Revenue Structure

Fan Perspective

Problem
Current Situation

Participation Disconnect

After a theatrical viewing, 94% drop off with no further participation. There is no pathway to participate in the production process or have opinions reflected.

Platform Fragmentation

Content (OTT), tickets (Interpark), goods (studios), and community (SNS) are each operated separately.

Global Access Barriers

70% of overseas fans of Korean content cannot access exclusive events and limited-edition products. A Korean payment method is required.

No Revenue Linkage

Fans’ contributions (promotion, community activities) do not connect to any form of economic reward.

Production Companies / Creators Perspective

Problem
Current Situation

Revenue Concentration

85% of total revenue occurs within 4 weeks of release. After that, IP monetization pathways are limited.

Opaque Settlement

Multi-step settlement: box office → distributor → investor → production company. Real-time tracking is impossible.

Fan Data Disconnect

OTT viewing data, goods purchase data, and event participation data are not integrated.

Funding Constraints

Competition for traditional investment is intensifying. Securing funding for small-to-mid-scale projects is becoming more difficult.

OTT Platform Perspective

Problem
Current Situation

Subscription Fatigue

Households subscribe to an average of 4.2 streaming services. There are limits to driving additional subscriptions.

Worsening Profitability

As of 2Q 2025, TVING continues operating losses. Recovering returns relative to content investment is taking longer.

Limited Differentiation

Competing continuously with global platforms like Netflix based only on budget scale is not feasible.


3.2 Core Structural Problems

1. One-time Consumption Model

2. Disconnection Between Fans and Production

Stage
Fan Role
Problem

Planning

None

No channel for reflecting opinions

Production

None

Cannot participate in the process

Release

Audience

One-way consumption

After

None

Relationship ends

3. Exclusion of Global Fans

  • Overseas fans of Korean content: estimated ~100 million (K-content exports: $13.4B, as of 2024)

  • Only available participation channel: watching local OTT

  • Crowdfunding, goods, events: effectively excluded due to requiring Korean payment methods


3.3 Quantitative Impact

Metric
Figure
Source

Decline in theatrical revenue

-12.4% YoY

Korean Film Council (KOFIC), 2025

Average IP active period

4–6 weeks

Industry estimate

IP lifespan with transmedia utilization

2+ years

'Solo Leveling' case

Willingness to pay for exclusive content

73%

Korea Creative Content Agency (KOCCA), 2025

Inaccessibility rate for overseas fan events

70%

Industry estimate


3.4 Limitations of Existing Solutions

Solution
Attempts
Limitations

Crowdfunding

Wadiz, Tumblbug

Only sponsorship; no revenue linkage. Korea-only payments.

Fan platforms

Bubble, Weverse

K-pop-focused. No film/drama application cases.

Goods sales

Studio direct operation

One-time purchase. Cannot drive sustained participation.

OTT exclusives

Tving, Coupang Play

Revenue accrues to the platform. No economic participation for fans.


3.5 Problems Viber Solves

Problem
Viber Solution

Participation Disconnect

Staking-based voting rights, participation in the production process

Opaque Revenue

On-chain settlement, transparent execution of Buyback & Burn

Global Exclusion

Borderless participation via crypto payments

IP Lifespan Limits

Incentives for sustained participation, community governance

Platform Fragmentation

A single ecosystem: content + participation + rewards


Last updated